PLAYER GUIDE
A quick-start reference for playing Cyberpunk RED at our table. It covers the rules that differ from Dungeons & Dragons, the core mechanics you'll use each session, and a complete walkthrough for building your first character in the Cyberpunk RED Companion App.
Overview
You play an edgerunner: a cybernetically enhanced mercenary who takes high-risk, frequently illegal jobs in Night City, a megacity controlled by corporations. You operate as part of a crew. The tone is gritty, high-tech, and dangerous.
The setting is built on three stated design principles. They're worth knowing because the GM uses them to interpret the rules and reward play:
Style Over Substance
How an action is performed matters as much as whether it succeeds. Describing your actions in detail is encouraged and is sometimes rewarded mechanically.Attitude Is Everything
Characters and NPCs project confidence. Bravado is treated as a practical tool and shapes how scenes resolve.Live On The Edge
The game assumes characters take risks for money, reputation, or principle. Cautious play is viable but rarely drives the story forward.Key Differences from D&D
If you've played D&D, most of your instincts carry over. These are the differences that matter most:
| In D&D | In Cyberpunk | What to know |
|---|---|---|
| Roll a d20 | Roll 1d10 | A natural 10 "explodes" (roll again, add); a natural 1 "implodes" (roll again, subtract). Results can swing at the extremes. |
| d20 + modifiers vs. a DC | STAT + Skill + 1d10 vs. a DV | A single formula covers every check and attack. Your sheet pre-adds STAT + Skill as a "BASE," so you add only the d10 in play. |
| Meeting the DC succeeds | You must exceed the DV | Matching the number is a failure; ties go to the defender. |
| Class & level | Role (no leveling in this campaign) | Your Role is the equivalent of a class. Characters do not gain levels during this adventure. |
| Armor makes you harder to hit (AC) | Armor reduces damage (SP) | Hits always land. Armor subtracts from the damage and loses 1 point of SP each time it's penetrated. |
| High HP, easy healing | Low HP, lethal, slow healing | There are no healing spells. Cover and positioning are central to survival. |
| Re-roll initiative each combat | REF + 1d10, fixed order | Roll once at the start of combat; the turn order stays fixed for the whole fight. |
| Action + bonus action + reaction | 1 Move + 1 Action | Simpler economy. Some weapons allow two attacks in one Action (ROF2). |
| Spells | Cyberware, weapons, quickhacks | There is no magic. Capabilities come from gear and implants; Netrunners use quickhacks. |
| Gold is mostly flavor | Eddies (€$) drive power | Money buys gear and cyberware, which largely determine effectiveness. Track it. |
| Three failed death saves to die | One failed Death Save to die | Reaching 0 HP is a serious emergency, not a buffer. |
The Core Mechanic
STAT + Skill + 1d10 > the target number (DV)
Add the relevant STAT and Skill to a 1d10 roll and compare the total to a DV set by the GM. If your total is higher, you succeed. Your sheet lists a precalculated BASE (STAT + Skill) for each skill, so in play you roll the d10 and add the BASE.- Natural 10: roll the d10 again and add it (only once; a second 10 does not continue).
- Natural 1: roll the d10 again and subtract it (only once).
- No skill in it: roll STAT + 1d10. You can attempt nearly anything untrained.
- Luck Points: before rolling, you may spend points from your Luck Pool (equal to your LUCK stat) for +1 each. The pool refreshes every session. Spend it on rolls that matter.
Your Turn in Combat
On your turn you take one Move and one Action. You move up to MOVE × 2 meters (or MOVE in squares), and you may split the movement around your action (move, act, move).
| To do this | Roll | Against |
|---|---|---|
| Fire a gun | REF + Weapon Skill + 1d10 | A DV set by range (the GM has the table). The target does not roll; you beat the number. |
| Attack with a melee weapon | DEX + Melee + 1d10 | The target's DEX + Evasion + 1d10 (they roll to evade). |
| Punch or grapple | DEX + Brawling + 1d10 | The target's DEX + Evasion + 1d10. |
| Anything else | Use a Skill or Object, Reload, Get Up, Stabilize an ally, Hold your action for a trigger, etc. | |
On a hit, roll the weapon's damage dice, the target subtracts their armor SP, and the remainder is applied to their HP. Common terms:
Damage & Death
As HP decreases, a character passes through Wound States:
| Lightly Wounded (above half HP) | No penalty. |
| Seriously Wounded (half HP or below) | -2 to all checks. |
| Mortally Wounded (0 HP) | -4 to all checks, reduced movement, and Death Saves begin. |
Healing is slow: characters recover HP through rest or a Medtech's treatment. There are no instant heals. The GM will indicate when there is time to recover.
Common Slang
Terms you'll encounter in the books and in play:
| Term | Meaning | Term | Meaning |
|---|---|---|---|
| Choom / choomba | Friend | Eddies (€$) | Money (eurodollars) |
| Gonk | Fool; a low-level enemy | Chrome | Cyberware / implants |
| Preem | Premium; high quality | Nova | Excellent |
| Flatline | To kill or be killed | Ripperdoc | Cybernetic surgeon |
| Corpo | Corporate employee | Fixer | Broker who arranges jobs |
| Wetwork | Contract killing | Delta (to delta) | To leave quickly |
| Input/output | A romantic partner | The Edge | The mercenary lifestyle |
Character Creation: The 10 Roles
Your Role is the equivalent of a class and grants a unique Role Ability. Choose the one that matches how you want to play. For the smoothest game, avoid duplicating Roles so that each player has a distinct area of expertise.
| Role | Function | Role Ability (summary) |
|---|---|---|
| Solo | Combat specialist | Combat Awareness: bonuses that make the Solo the most effective character in a firefight. |
| Netrunner | Hacker | Interface: connect to enemies and devices to run quickhacks on their cyberware and the environment. |
| Tech | Engineer | Maker: build, upgrade, and repair gear and cyberware. |
| Medtech | Field medic | Medicine: treat wounds and Critical Injuries; the crew's healer. |
| Fixer | Broker | Operator: source rare gear, negotiate better prices, and maintain contacts. |
| Nomad | Driver | Moto: vehicles and family ties; the Nomad is the crew's driver and usually owns its vehicle. |
| Rockerboy/girl | Performer | Charismatic Impact: influence crowds and rally allies through performance. |
| Media | Journalist | Credibility: investigate and get people to talk and believe you. |
| Exec | Corporate operator | Teamwork: command corporate resources and backup. |
| Lawman | Enforcer | Backup: draw on authority and reinforcements. |
The Companion App
The official Cyberpunk RED Companion App builds and stores characters, performs the calculations, rolls dice, and tracks gear during play. It is the most convenient way to create a first character.
- Pregen / Template: start from a ready-made character and adjust. Fastest option; suitable for a first session.
- Edgerunner (recommended): choose a Role, receive a starter kit, and make a limited set of meaningful choices. A balance of speed and customization.
- Complete Package: build everything from scratch with full point-buy. The most flexible and the most time-consuming; better suited to a second character.
Creation, Step by Step
Button labels vary slightly between app versions, so these steps describe the decisions you'll make rather than exact taps. The app tracks all numbers and prevents illegal choices.
Create a new character and choose a method
In the app, create a new character and select Edgerunner (recommended) or a Pregen template for the fastest start. The app then guides you through the remaining steps.Choose your Role
Select one of the ten Roles. This is the most significant choice: it determines your special ability and indicates which stats to prioritize. The app sets your Role Ability to Rank 4 automatically. See the stat-priority table below.Complete your Lifepath
The Lifepath is a set of tables covering your origin, personality, style, values, relationships, and a defining event. You can roll randomly or choose results. Complete both the general Lifepath and the Role-specific one.Do this with the groupGenerating Lifepaths together helps you identify existing connections between characters, which makes the crew feel coherent from the start.Assign your STATS
Distribute your ten stats (range 2 to 8 at creation; 4 to 5 is average for an ordinary person). The app displays your remaining points. Prioritize the stats your Role uses (table below), keep BODY high enough to survive damage, and avoid a low REF, since it governs both initiative and ranged attacks. What each stat does:Stat Function Stat Function INT Awareness and most knowledge skills WILL Determination; resisting fear and hacks; HP REF Ranged attacks and initiative LUCK Size of your Luck Point pool DEX Melee, brawling, evasion, athletics MOVE Distance moved per turn TECH Repair, tech use, first aid BODY Damage, HP, melee power, and Death Save COOL Composure, intimidation, persuasion, Facedowns EMP Empathy and reading people; sets Humanity Review your derived stats
The app calculates these automatically. What they mean:Stat Meaning HP Health, derived from BODY and WILL. At 0 HP you are Mortally Wounded. Seriously Wounded Half your HP, the threshold for the -2 penalty. Death Save Equal to BODY. At 0 HP you roll under this each turn to survive. Humanity EMP × 10. Cyberware reduces it; very low Humanity risks cyberpsychosis. Luck Pool Equal to LUCK. Spend for +1 bonuses; refreshes each session. Assign your Skills
The app provides the basic "everyman" skills and flags required ones. Ensure you have at least a couple of levels in the core survival skills (Athletics, Brawling, Concentration, Conversation, Evasion, Perception, and Education), then invest your higher values in your Role's key skills:- Solo: Handgun / Shoulder Arms / Autofire, Evasion, Athletics
- Netrunner: Interface (primary), Electronics/Security Tech, Perception
- Medtech: First Aid, Paramedic, later Surgery; Conversation
- Tech: Electronics/Security Tech, Cybertech, Basic Tech
- Fixer: Persuasion, Trading, Streetwise, Conversation
- Nomad: Drive Land Vehicle, Handgun, Athletics
Buy gear, weapons, and armor
Your method provides a gear package plus starting money (the Edgerunner/Template path gives a kit plus roughly €$500; Complete Package gives roughly €$2,550). Priorities for a first character:- A weapon matching a skill you invested in. A Handgun is a reliable default; a Shotgun or Assault Rifle deals more damage at close range.
- The best body armor (SP) you can afford. This is the main factor in surviving fights.
- A few useful items (medkit, agent/phone, spare ammunition, possibly a grenade). Spend your full allotment; unspent starting money is typically lost.
Install cyberware
Cyberware improves capabilities, but each implant reduces Humanity. For a first character, keep it limited:- Take the free Neuroport (see above). It functions as your phone and HUD and enables other cyberware.
- Add one or two implants suited to your Role (for example, Cybereyes for a marksman or a Cyberarm for a melee fighter). Avoid reducing Humanity to zero.
- If unsure, ask your GM which options suit the campaign's tone.
Set name, look, and review
Choose a Handle (street name) and an appearance (your Lifepath suggests a style). Review the finished sheet; the app shows each skill's BASE, which is the number you add to your d10 in play. Then save the character and export or share it with your GM.
Stat Priorities by Role
| Role | Highest stats | Don't neglect |
|---|---|---|
| Solo | REF, BODY, DEX | COOL, WILL |
| Netrunner | INT, REF | TECH, WILL, BODY |
| Tech | TECH, INT | REF, BODY |
| Medtech | TECH, INT | EMP, REF, BODY |
| Fixer | COOL, INT | EMP, REF, BODY |
| Nomad | REF, TECH | BODY, INT |
| Rockerboy/girl | COOL, EMP | WILL, REF, BODY |
| Media | INT, COOL | EMP, REF |
| Exec | COOL, INT | EMP, TECH, BODY |
| Lawman | REF, COOL | BODY, WILL, INT |
General guidance: keep BODY at 5 or higher if possible (it sets both HP and your Death Save), and avoid a low REF, which drives initiative and ranged attacks for every Role.
Condensed Steps
- In the app: New Character, then Edgerunner (or select a Pregen).
- Choose a Role (Solo is the simplest to play).
- Roll your Lifepath, or choose results.
- Place your two highest stats per your Role's priorities; keep BODY at 5 or higher.
- Accept the suggested skills and starter gear; take the free Neuroport.
- Name the character, save, and send it to your GM.
First-Session Tips
Use cover
Standing in the open is dangerous. Move between cover, attack, and return to cover.Spend Luck
Luck Points refresh each session. Spend them on close or important rolls rather than holding them indefinitely.Describe your actions
Specific, detailed descriptions are encouraged and can earn mechanical benefits under the Style Over Substance principle.Work as a crew
Concentrate fire, protect support characters (Netrunner and Medtech), and stabilize downed allies quickly.Consider talking first
Many encounters can be resolved without combat. A Facedown (COOL + 1d10) can settle a standoff without violence.Use your Lifepath
Playing your character's background, relationships, and values tends to produce the most memorable moments.Quick Reference
Print this section (Ctrl/Cmd-P) for a table-side reference card.
Core numbers
| Any check | STAT + Skill + 1d10 > DV |
| Natural 10 / 1 | roll again, add / subtract (once) |
| No skill | STAT + 1d10 |
| Luck | +1 per point; refreshes each session |
| Your turn | 1 Move (MOVE×2 m) + 1 Action |
| Initiative | REF + 1d10 (rolled once) |
| Ranged attack | REF + Gun Skill + 1d10 vs. range DV |
| Melee / Brawl | DEX + Skill + 1d10 vs. DEX + Evasion |
| Aimed shot | -8 to hit head, x2 damage |
Taking damage
| Lightly Wounded | no penalty |
| Seriously Wounded (half HP or less) | -2 to all |
| Mortally Wounded (0 HP) | -4 to all, Death Saves |
| Death Save | 1d10 under BODY = survive; 1 fail = death |
| Armor | subtracts SP; loses 1 SP when penetrated |
| Facedown | COOL + 1d10; loser backs down or takes -2 |
App Links & Sources
Get the official Cyberpunk RED Companion App (search "Cyberpunk Red Companion" in your app store):
- cyberpunkred.com, the app's official site
- Apple App Store listing (iPhone/iPad/Mac)
- Google Play: search "Cyberpunk Red Companion" (same app, Android)
Character-creation details were cross-checked against the official Cyberpunk RED creation rules. The Companion App is published by R. Talsorian Games; this guide is an unofficial fan reference for home use. Rules are summarized from the official Cyberpunk RED rules (R. Talsorian Games).
// PLAYER_GUIDE · NIGHT_CITY · unofficial fan reference //